FIRESKY Cheater
Reputation: 0
Joined: 01 Mar 2017 Posts: 34
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Posted: Wed Nov 07, 2018 6:26 pm Post subject: Multi Breakpoint {$lua} something is missing |
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Hi guys, I need an example written on my script.
I state that and other, alone work perfectly, the problem is if i activate 2 similar breakpoints at the same time the game is closed.
Dark Byte helped me to understand the problem better, but I could not put it into practice, his advice was:
"every script overwrites debugger_onBreakpoint
you need to write your onBreakpoint handler to deal with both
or set a custom function in debug_setBreakpoint "
Could you help me put it into practice by editing this script, so that I can understand?
[ENABLE]
{$lua}
_cromatic=[[
aobscanmodule(Health,Blabla.exe,80 2F 70 50 73 0A 8B DC)
alloc(Stamina,$1000,"blabla.exe"+145CBD4)
label(code)
label(return)
registersymbol(Stamina)
Stamina:
code:
mov [rax+64],(Float)2
jmp "blabla.exe"+155DCE8
jmp return
Health:
return:
registersymbol(Health)
]]
function debugger_onBreakpoint()
RIP=getAddress("Health")
debug_continueFromBreakpoint(co_run)
return 1
end
reinitializeSymbolhandler()
autoAssemble(_cromatic)
debugProcess(2)
debug_setBreakpoint("blabla.exe+145CBD4")
{$asm}
[DISABLE]
{$lua}
debug_removeBreakpoint("blabla.exe+145CBD4")
{$asm}
Health:
db 80 2F 70 50 73 0A 8B DC
unregistersymbol(Health)
dealloc(Stamina)
unregistersymbol(Stamina)
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